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Materials Bazaar (I)

by Apparatus · 12/03/2008 (3:12 am) · 5 comments

www.editmygame.com/screenshotstge/materialsbazaar.jpg
I like working with textures a lot, not to mention fiddling with shaders. However, I think basic shaders (diffuse+normals+specular) will do just fine in most cases. Custom materials is something I have in mind playing with for advanced effects at a later time. Currently my focus is on what can be done with the current technology available in Torque. And believe me, a lot can be done. Scrolling glowing console text, waterfalls, hot metals, you name it.

I am looking at ways to make the materials available directly in Torque, or at least make them available in a more streamlined way, without forcing anyone to get a bunch of materials they don't really need. I figured that small packages of, say, rusty grunge metals, or shiny new metals, barks, old wood, ceramic, architectural plaster, damaged plaster and so on will do the trick. Since we got here, Torque for architecture is rarely seen around here so I have in mind to stress that bit too, and make a small project featuring an architectural presentation in realtime.

For now I am trying to streamline the creation process for diffuse and normal maps (via photoshop actions) and create a small project (a rough material viewer), like a library you can walk around and see rows of samples.

Anyway, keep close as I have already a bunch of basic materials packages ready to list in the store.

#1
12/03/2008 (3:31 am)
This sounds like a great idea! I was hooked at the material viewer... You could create a program that creates TGEA material definitions for your textures. It could be a GUI for all the parameters one can set in a Material - showing live changes to the material as you move slides and check boxes maybe. I'd be glad to help out with this - besides your high quality textures, a long time gap would be filled with a material viewer app. Keep up the great work!
#2
12/03/2008 (4:13 am)
I am assuming GG or somebody with experience here is already doing something in regard to a material editor but I do have some ideas. The bit I am really interested is stretching as far as an online library available directly from the mission editor (like an explorer). Let's see what happens.
#3
12/03/2008 (7:33 am)
It would be really nice if a viewer could be integrated with an updated showtool to show materials on models. Free for all who has a torque licence.
#4
12/03/2008 (8:01 am)
Peter, a way to do this might work like this: a stripped down version of the 1.7.1 release, an empty mission (no skybox) and a way to link the export to the mission file - to modify the placeholder dts already in there with the exported one. Just my 2 cents; I don't think GG is going to let us down on this one so let's hope for the best of it :)
#5
12/03/2008 (3:04 pm)
Hi Apparatus,
With your experience in art and materials I guess it would be great if your write some kind of book/tutorial showing the effect each parameter has in a shader and include examples how to create different materials, how to create the textures, how the same shader with some small changes can be used as a completely different material.

Good luck with this one!